Marauder

Primarily a support unit, the remodeled heavyweight Firebat suit packs Quad K12 Punisher grenade launchers that devastate enemy structures and vehicles from a distance. As the Dominion military began to reevaluate its systems, it determined that it was still geared to fight Terran-vs.-Terran battles that were imagined pre-Zerg. There needed to be an increase in armor-shattering combat units with weapons capable of piercing through hardened Zerg carapaces. The Marauder was the answer. These virtual walking tanks have given the Dominion infantry the hard-hitting, easy-to-produce support that had been missing on the front lines.

Enables Marines and Marauders to use the Stimpack ability. Stimpacks cause damage to a unit, but they increase its attack and movement speeds for a short time.

Hotkey: T

Cost: 100 100

Build time: 170

Concussive Shells

Upgrades the Marauder weapons to slow down opponents.

Hotkey: G

Cost: 50 50

Build time: 60

Weapon:

Punisher Grenades

Target: Ground

Range:
6

Speed:
Normal

Type: Blast (Ranged)

Damage: 5 (8)

Bonus: Armored +5 (5)

Ability:

Use Stimpack

Injects the unit with powerful stimulants that greatly increase attack and movement speeds for a few seconds. Injures the unit for 20 of the unit’s life.

Hotkey: T

Requires: Stimpack

Life: 20

Concussive Shells

Units hit by the Marauder are temporarily slowed.

Massive units are immune.

Requires: Concussive Shells

3D Model

Basic information

Race:

Terran

Life:

125

Armor:

1
(4)

Movement:

Normal

Acceleration: 1000Turn Rate: 999.844

Cargo Size:

2

Attributes:

Armored -
Biological

Production

Producer:

Barracks

Hotkey:

D

Requires:

Tech Lab

Cost:

100
25

Supply:

2

Build time:

30

Combat

Upgrades:

Terran Infantry Weapons Level 1

Upgrades the damage dealt by infantry units.

Hotkey: E

Cost: 100 100

Build time: 160

Terran Infantry Weapons Level 2

Further upgrades the damage dealt by infantry units.

Hotkey: E

Cost: 175 175

Build time: 190

Terran Infantry Weapons Level 3

Maximizes the damage dealt by infantry units.

Hotkey: E

Cost: 250 250

Build time: 220

Terran Infantry Armor Level 1

Upgrades the armor of infantry units.

Hotkey: A

Cost: 100 100

Build time: 160

Terran Infantry Armor Level 2

Further upgrades the armor of infantry units.

Hotkey: A

Cost: 175 175

Build time: 190

Terran Infantry Armor Level 3

Maximizes the armor of infantry units.

Hotkey: A

Cost: 250 250

Build time: 220

Stimpack

Enables Marines and Marauders to use the Stimpack ability. Stimpacks cause damage to a unit, but they increase its attack and movement speeds for a short time.

Hotkey: T

Cost: 100 100

Build time: 170

Concussive Shells

Upgrades the Marauder weapons to slow down opponents.

Hotkey: G

Cost: 50 50

Build time: 60

Weapon:

Punisher Grenades

Target: Ground

Range:
6

Speed:
Normal

Type: Blast (Ranged)

Damage: 10 (13)

Bonus: Armored +10 (10)

Ability:

Use Stimpack

Injects the unit with powerful stimulants that greatly increase attack and movement speeds for a few seconds. Injures the unit for 20 of the unit’s life.

Hotkey: T

Requires: Stimpack

Life: 20

Concussive Shells

Units hit by the Marauder are temporarily slowed.

Massive units are immune.

Requires: Concussive Shells

3D Model

Basic information

Race:

Terran

Life:

125

Armor:

1
(4)

Movement:

Normal

Acceleration: 1000Turn Rate: 999.844

Cargo Size:

2

Attributes:

Armored -
Biological

Production

Producer:

Barracks

Hotkey:

D

Requires:

Tech Lab

Cost:

100
25

Supply:

2

Build time:

30

Combat

Upgrades:

Terran Infantry Weapons Level 1

Upgrades the damage dealt by infantry units.

Hotkey: E

Cost: 100 100

Build time: 160

Terran Infantry Weapons Level 2

Further upgrades the damage dealt by infantry units.

Hotkey: E

Cost: 175 175

Build time: 190

Terran Infantry Weapons Level 3

Maximizes the damage dealt by infantry units.

Hotkey: E

Cost: 250 250

Build time: 220

Terran Infantry Armor Level 1

Upgrades the armor of infantry units.

Hotkey: A

Cost: 100 100

Build time: 160

Terran Infantry Armor Level 2

Further upgrades the armor of infantry units.

Hotkey: A

Cost: 175 175

Build time: 190

Terran Infantry Armor Level 3

Maximizes the armor of infantry units.

Hotkey: A

Cost: 250 250

Build time: 220

Stimpack

Enables Marines and Marauders to use the Stimpack ability. Stimpacks cause damage to a unit, but they increase its attack and movement speeds for a short time.

Hotkey: T

Cost: 100 100

Build time: 170

Concussive Shells

Upgrades the Marauder weapons to slow down opponents.

Hotkey: G

Cost: 50 50

Build time: 60

Weapon:

Punisher Grenades

Target: Ground

Range:
6

Speed:
Normal

Type: Blast (Ranged)

Damage: 10 (13)

Bonus: Armored +10 (10)

Ability:

Use Stimpack

Injects the unit with powerful stimulants that greatly increase attack and movement speeds for a few seconds. Injures the unit for 20 of the unit’s life.

Hotkey: T

Requires: Stimpack

Life: 20

Concussive Shells

Units hit by the Marauder are temporarily slowed.

Massive units are immune.

Requires: Concussive Shells

TECHNICAL SPECIFICATIONS

QUAD K12 GRENADE LAUNCHER

CONCUSSIVE SHELLS

ARMORED INFANTRY SUIT

KINETIC FOAM

ENTRY 1/4

This fully automated weapon system can deliver armor-piercing “Punisher” grenades to large or small ground targets. The K12 autoloader assembly also boasts a miniature manufacturing plant that replenishes the suit’s ammunition stores while in the field, allowing the Marauder to fight through drawn out engagements without the need to resupply. While not as powerful as tank shells, Punisher grenades can quickly reduce an armored vehicle to a burning heap of scrap metal.

On detonation, these shells generate a temporary gravitational warp that disrupts the gravity field surrounding a target or, in certain models, a group of targets. The warp is not powerful enough to affect anything of massive scale, but Dominion engineers remain optimistic about finding a way to correct this flaw. Concussive shells are a solid, tactical addition to any arsenal.

Marauders wear a heavily modified version of the CMC-660 Heavy Combat Suit issued to Firebats—roughly the same weight, but with a few key differences. The plasma tanks on the back have been replaced with an auxiliary generator to power the K12 autoloader’s manufacturing plant, and some of its fire insulation has been removed in favor of thicker neosteel plating. The “5-4 suit,” as it’s lovingly known among the troops, is less a suit than a sleek, man-sized bipedal tank.

The armored infantry suit, unlike its operator, can take a lot of punishment. Soldier fatalities were commonplace after particularly nasty impacts, even if the armor wasn’t breached. To prevent this, Wolfe Industries developed a cutting-edge shock dispersion weave that houses a soft gel core. When the armor takes a hit, the weave contracts and expands, redirecting impact force away from the operator. The increase in survivability has meant the difference between victory or defeat in multiple skirmishes throughout the Koprulu sector, easily justifying upgrade expenses.